local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)

-- OTServ event handling functions start
function onCreatureAppear(cid)                npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid)             npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg)     npcHandler:onCreatureSay(cid, type, msg) end
function onThink()                         npcHandler:onThink() end
-- OTServ event handling functions end

function creatureSayCallback(cid, type, msg)
    -- Place all your code in here. Remember that hi, bye and all that stuff is already handled by the npcsystem, so you do not have to take care of that yourself.
    if(npcHandler.focus ~= cid) then
        return false
    end

        if msgcontains(msg, 'repair soft boots') then
            selfSay('Did you bring me your worn soft boots?. I\'ll repair them for you.')
            talk_state = 1
        

        elseif msgcontains(msg, 'yes') and talk_state == 1 then
            if getPlayerItemCount(cid,6530) >= 1 and getPlayerItemCount(cid,2152) >= 100 then
                if doPlayerTakeItem(cid,6530,1) == 0 and doPlayerItemCount(cid,2152) >= 100 the
                selfSay('Here you are.')
                    doPlayerAddItem(cid,2640,1)
                end
            else
                selfSay('Sorry, I only repair worn soft boots for 10k.')
            end
          

        elseif msgcontains(msg, 'no') and talk_state == 1 then
            selfSay('Ok than.')
            talk_state = 0
        end
    -- Place all your code in here. Remember that hi, bye and all that stuff is already handled by the npcsystem, so you do not have to take care of that yourself.
    return true
end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())